class DamTypeProtR extends WeaponDamageType
	abstract;

static function GetHitEffects(out class<xEmitter> HitEffects[4], int VictemHealth )
{
    HitEffects[0] = class'HitSmoke';

    if ( FRand() < 0.3 )
        HitEffects[1] = class'HitFlame';
}

defaultproperties
{
     DeathString="%o was lethally shocked by a red Protector."
     FemaleSuicide="%o was lethally shocked by a red Protector."
     MaleSuicide="%o was lethally shocked by a red Protector."
     bCauseConvulsions=True
     DamageOverlayMaterial=Shader'XGameShaders.PlayerShaders.LightningHit'
     DamageOverlayTime=2.000000
}
